﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Railway
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        enum GameStates { Start, Tank, Train };
        GameStates gameState = GameStates.Start;

        const float MinTimeSinceLastInput = 0.25f;
        float timeSinceLastInput = 0.0f;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            this.IsMouseVisible = true;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            switch (gameState)
            {
                case GameStates.Start:
                    if (Keyboard.GetState().IsKeyDown(Keys.Space))
                    {
                        gameState = GameStates.Tank;
                    }
                    break;

                case GameStates.Tank:
                    timeSinceLastInput += (float)gameTime.ElapsedGameTime.TotalSeconds;

                    if (timeSinceLastInput >= MinTimeSinceLastInput)
                    {
                        
                    }

                    break;

                case GameStates.Train:
                    timeSinceLastInput += (float)gameTime.ElapsedGameTime.TotalSeconds;

                    if (timeSinceLastInput >= MinTimeSinceLastInput)
                    {
                        
                    }
                    break;
            }
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            if(gameState==GameStates.Start)
                GraphicsDevice.Clear(Color.Thistle);
            else
                GraphicsDevice.Clear(Color.White);

            // TODO: Add your drawing code here
            
        }
    }
}
